
Command ships, submarines and aircraft in the South Pacific during WWII.
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Reviews
The game seemed promising at first after going through the tutorials and the single missions looked and played well. The game is let down by the AI in the campaigns and the game has a poorly designed UI. I was hoping for a few ship on ship battles but most of the time all I get is unstoppable enemy aircraft coming out of nowhere, getting past my fighters and scoring direct hits on my capital ships (even on the easiest levels). My aircraft, scouts included, detect almost nothing. Frustrating more than fun.
Very good graphics. Ease of controls. Ability to tailor your forces within historical limits. Tense gameplay especially dealing with sub and air attacks, requires some tactical thought. The strategic elements again adds to the gameplay.
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Languages: English
Hours played at review time, across 825 reviews with recorded playtime.
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There is a lot to like in this game. Particularly with the mods. I would say this is a "maybe" versus a straight "no." The main reason I can't stick with this is the tedium of the air-to-air battles. There are a lot of them and they are not interesting to play or watch. With an auto resolve feature for air engagements I would probably keep playing. Still, there are not a lot of games like this so if you are into the subject matter you may be able to put up with the jank. The game does have its strong moments.
Play the game alot before the last update. It now crashes alot and the old modded campaigns don't work. Really a let down
War on the Sea by Killerfish Games is a real-time tactical naval warfare simulator set in the Pacific Theater of World War II, placing players in control of either Allied or Japanese forces during the 1942 Solomon Islands campaign. It is a spiritual successor to the classic Great Naval Battles and takes a detailed, historically grounded approach to surface and submarine combat, offering control of everything from destroyers to aircraft carriers, as well as air patrols, convoy escorts, and amphibious landings. The game combines strategic fleet movement with intense real-time naval engagements, aiming to deliver an immersive command experience on the high seas. The heart of War on the Sea lies in its dynamic campaign, which allows players to form their own task forces, organize supply routes, and engage in tactical battles at sea. You’re given freedom to plan your moves—deploying scout planes, intercepting enemy convoys, launching amphibious invasions, or organizing large-scale fleet battles. The campaign simulates day-night cycles, fuel consumption, airfield availability, and logistic needs, with combat encounters occurring when opposing forces intersect on the map. While it promises strategic depth, the execution often leans heavily into micromanagement, requiring the player to individually control every ship, aircraft, and unit movement, often without much help from automation or UI conveniences. The tactical layer is where the game becomes most engaging. Battles unfold in real time, and you're responsible for issuing direct orders to ships, managing formations, choosing gunnery targets, launching torpedoes, and reacting to evolving threats. Damage control plays a major role, especially when fires or flooding threaten to sink your vessels mid-battle. Aircraft add another layer of complexity, with players needing to launch scouting missions, intercept enemy planes, and organize dive-bomber or torpedo attacks against fleets and land targets. Combat can be intense, especially when coordinating multiple ship classes and aircraft under time pressure, and it delivers genuine moments of tension and payoff when maneuvers succeed or fail dramatically. Visually, the game does a solid job of portraying the maritime battlefield. Ships look authentic and are animated with realistic gunfire, smoke, and damage effects. The lighting during night battles, combined with spotlights, star shells, and tracer fire, creates a striking atmosphere. Watching a torpedo slam into the hull of a cruiser or a formation of bombers come under fire from a destroyer’s AA guns can be gripping. Despite these strengths, the interface often works against immersion. The camera can feel clunky, the controls unrefined, and the unit management sometimes frustrating, especially when controlling large groups or trying to keep formations together under pressure. One of the most notable criticisms of War on the Sea is its lack of refinement in key areas. The campaign lacks deeper strategic elements like meaningful diplomacy, political consequences, or even adaptive AI tactics. Enemy fleets often behave erratically, and allied units don’t always follow orders logically. You may spend a disproportionate amount of time simply trying to organize your forces due to poor pathfinding or unclear orders. The lack of time acceleration during long periods of transit also adds unnecessary downtime, making some campaign moments feel tedious rather than tense. The interface is functional but minimal, with limited in-game explanations and weak tutorials that force new players to seek external guides just to understand core mechanics. That said, the game’s realism and attention to historical context are commendable. Each ship type is modeled on real WWII vessels, with armament, speed, armor, and range differences that genuinely impact tactical outcomes. Submarine warfare is a particular standout, offering stealth-based gameplay where positioning and timing are everything. Successfully ambushing an enemy task force or surviving a depth charge attack can feel incredibly rewarding. The logistical elements, including managing fuel, ammunition, and troop transports, provide a layer of strategic planning that reinforces the long-term stakes of the campaign, though they lack some of the refinement and clarity that might have made them more accessible or compelling. Community involvement has been a saving grace for War on the Sea. The modding community has added new ship types, rebalanced combat mechanics, and even improved the campaign structure through fan-made tools and scenarios. These enhancements significantly improve the replayability and depth of the game, especially for those who find the base campaign lacking in variety or dynamism. However, development support from the creators has been limited, with updates and communication tapering off over time. This leaves the game's long-term viability and improvement in the hands of its players rather than its developers. Ultimately, War on the Sea is a compelling but flawed experience. It offers a unique blend of real-time tactical combat and strategic management that can be deeply satisfying for players who enjoy slow-burning, detail-oriented simulations. Its strength lies in the tension of naval engagements, the historical authenticity of its units and scenarios, and the immersive feel of commanding a WWII fleet in the Pacific. However, its steep learning curve, cumbersome interface, and underdeveloped campaign systems make it a challenging title to recommend broadly. For naval strategy enthusiasts and patient players willing to navigate its rougher edges, it can offer a rewarding and atmospheric take on one of history's most complex theaters of war. For others, it may feel too opaque and unpolished to fully enjoy without external help or modification. Rating: 7/10
A lot of naval warfare simulation players should get fun and some serious game play out of WotS. Why? Let me explain briefly. I haven't played a lot of other naval action games so I will base this not as a direct comparison to those games. I'll look at this review lightly from the point of Strategy and Simulation in general along with some RTS. Plus, why I was very hesitant on picking this up in the first place. Review: Strategy portion of the game seems simple and really, I think it is. There is a kicker for me though. The management of logistics to support my task forces or advances can have me walking around thinking about which base is going to get what logistics when I'm not playing. I find myself planning invasions or trying to solve the weekly questions like; getting the Fuso now or holding out for the Yamato. If that happens with a game when I'm just driving down the road, I'd say I getting my moneys worth out of the it. I went Kongo btw. The actual strategic game enemy does a good job of moving around and attacking. Felt like I should be watching sea lanes with scouts, covering a TF with CAP or making sure a TF has enough ASW escorts. There are no great AI war plans that I saw anyway. Perhaps an objective or two such as defending or invading a base. Seems, preset patterns are in place in campaigns. Simulation for tactical combat is RT and done very well. Ship to ship is solid and fun. Air combat is very basic. I believe the air to sea portion of tactical to be well enough done and extremely satisfying when an attack goes as planned. There is lots to micro for me in the tactical. I'll try and make up for some very lack luster player forces or at least the way they do attack. Wide air drops, wild gun fire from ships. Manually controlling units is by far better than the AI for most tactically combat as with a lot of RTS games. I feel that you can also issue initial combat orders for a task force let's say. Then just watch the battle. It does work, just not as good (When you sink your first enemy ship using manual fire, I think you'll understand). Looking at the reviews I was cautious about picking up WotS for a few reasons. Like, the UI and how complex or frustrating it would be. It is clumsy and not logical for certain things but I manage without too much frustration. It seemed to be more of a mobile game when I first looked at it. Watching some game play videos (un- and modded) to see what I was getting myself into and that changed that. I just didn't realize that WotS is more realistic than Candy Crush. Finally, with the ability to Mod this game, the game has addition content and campaigns that are just so well done. Thanks modders! Over all, I am having a lot of fun playing WotS. It is not a real heavy WW2 naval simulation and the strategy can be simple. Combat is exciting and satisfying. Frustrating UI and shallow combat AI can be right in your face. I will recommend this game although you might want to watch a few videos to see for yourself. I did so I had an idea what I was getting. I would also suggest taking a look at the campaign mods for expansion. This is was finally what got me to pick up War on the Sea.
Don't get me wrong, it's kinda a fun game, but I can't recommend it and outside of the one time I did invest in trying to play a full campaign, probably never will again. It's very...unbalanced. A lot of what other negative reviews are complaining about is basically my own gripe. The AI doesn't follow the rules that you have to, and that can be annoying in *any* game, but in a game that is so 'punishing' in the rules *you* have to follow, it gives the AI an incredibly unfair-to-play against advantage.
Loved the premise of the game but it's clearly been abandoned and thus not remotely worth the cost. Campaigns made by modders exist but the game balance is also well off - the enemy can always hit you, you never seem to be able to hit them in engagements. If you want a good naval combat game that actually seems to be being made well, go for Sea Power : Naval Combat in the Missile Age instead.
waste of money on early access. They abandoned the game 2 years ago.
Can't launch and land planes on tactical engagement. Bug when i accidentally target my own ship, i can't stop it from shooting, it keeps attacking my own ship. So many times the control doesn't obey your order, so it's really stupid.
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